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Continuing from the previous post on irregular shaped room generation. The idea is to make use of multiple rooms to create a dungeon. A room’s connectedness is determined by calculating a minimum spanning tree on a delaunay triangulation using a voronoi diagram from the as3-delaunay library. This ensures that all rooms are …

I was looking at procedural dungeon generation and found a link on how to generate irregular shaped rooms which can be included in dungeon generation. The idea is to reduce the repetition of square rooms and give a more natural look to the dungeon. I decided to implement the algorithm …